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fptl: fix specular in linear

/main
vlad-andreev 8 年前
当前提交
4e8bf0ba
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs

2
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


format10 = RenderTextureFormat.ARGB2101010;
//@TODO: GetGraphicsCaps().buggyMRTSRGBWriteFlag
cmd.GetTemporaryRT(kGBufferAlbedo, -1, -1, 0, FilterMode.Point, RenderTextureFormat.DefaultHDR, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(kGBufferSpecRough, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(kGBufferSpecRough, -1, -1, 0, FilterMode.Point, RenderTextureFormat.DefaultHDR, RenderTextureReadWrite.Default);
cmd.GetTemporaryRT(kGBufferNormal, -1, -1, 0, FilterMode.Point, format10, RenderTextureReadWrite.Linear);
cmd.GetTemporaryRT(kGBufferEmission, -1, -1, 0, FilterMode.Point, format10, RenderTextureReadWrite.Linear); //@TODO: HDR
cmd.GetTemporaryRT(kGBufferZ, -1, -1, 24, FilterMode.Point, RenderTextureFormat.Depth);

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